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      1 /*
      2 * Copyright 2017 Google Inc.
      3 *
      4 * Use of this source code is governed by a BSD-style license that can be
      5 * found in the LICENSE file.
      6 */
      7 
      8 #include "ImGuiLayer.h"
      9 
     10 #include "SkCanvas.h"
     11 #include "SkImage.h"
     12 #include "SkPixmap.h"
     13 #include "SkSwizzle.h"
     14 #include "SkVertices.h"
     15 
     16 #include "imgui.h"
     17 
     18 #include <stdlib.h>
     19 #include <map>
     20 
     21 using namespace sk_app;
     22 
     23 ImGuiLayer::ImGuiLayer() {
     24     // ImGui initialization:
     25     ImGuiIO& io = ImGui::GetIO();
     26 
     27     // Keymap...
     28     io.KeyMap[ImGuiKey_Tab] = (int)Window::Key::kTab;
     29     io.KeyMap[ImGuiKey_LeftArrow] = (int)Window::Key::kLeft;
     30     io.KeyMap[ImGuiKey_RightArrow] = (int)Window::Key::kRight;
     31     io.KeyMap[ImGuiKey_UpArrow] = (int)Window::Key::kUp;
     32     io.KeyMap[ImGuiKey_DownArrow] = (int)Window::Key::kDown;
     33     io.KeyMap[ImGuiKey_PageUp] = (int)Window::Key::kPageUp;
     34     io.KeyMap[ImGuiKey_PageDown] = (int)Window::Key::kPageDown;
     35     io.KeyMap[ImGuiKey_Home] = (int)Window::Key::kHome;
     36     io.KeyMap[ImGuiKey_End] = (int)Window::Key::kEnd;
     37     io.KeyMap[ImGuiKey_Delete] = (int)Window::Key::kDelete;
     38     io.KeyMap[ImGuiKey_Backspace] = (int)Window::Key::kBack;
     39     io.KeyMap[ImGuiKey_Enter] = (int)Window::Key::kOK;
     40     io.KeyMap[ImGuiKey_Escape] = (int)Window::Key::kEscape;
     41     io.KeyMap[ImGuiKey_A] = (int)Window::Key::kA;
     42     io.KeyMap[ImGuiKey_C] = (int)Window::Key::kC;
     43     io.KeyMap[ImGuiKey_V] = (int)Window::Key::kV;
     44     io.KeyMap[ImGuiKey_X] = (int)Window::Key::kX;
     45     io.KeyMap[ImGuiKey_Y] = (int)Window::Key::kY;
     46     io.KeyMap[ImGuiKey_Z] = (int)Window::Key::kZ;
     47 
     48     int w, h;
     49     unsigned char* pixels;
     50     io.Fonts->GetTexDataAsAlpha8(&pixels, &w, &h);
     51     SkImageInfo info = SkImageInfo::MakeA8(w, h);
     52     SkPixmap pmap(info, pixels, info.minRowBytes());
     53     SkMatrix localMatrix = SkMatrix::MakeScale(1.0f / w, 1.0f / h);
     54     auto fontImage = SkImage::MakeFromRaster(pmap, nullptr, nullptr);
     55     auto fontShader = fontImage->makeShader(&localMatrix);
     56     fFontPaint.setShader(fontShader);
     57     fFontPaint.setColor(SK_ColorWHITE);
     58     fFontPaint.setFilterQuality(kLow_SkFilterQuality);
     59     io.Fonts->TexID = &fFontPaint;
     60 }
     61 
     62 void ImGuiLayer::onAttach(Window* window) {
     63     fWindow = window;
     64 }
     65 
     66 bool ImGuiLayer::onMouse(int x, int y, Window::InputState state, uint32_t modifiers) {
     67     ImGuiIO& io = ImGui::GetIO();
     68     io.MousePos.x = static_cast<float>(x);
     69     io.MousePos.y = static_cast<float>(y);
     70     if (Window::kDown_InputState == state) {
     71         io.MouseDown[0] = true;
     72     } else if (Window::kUp_InputState == state) {
     73         io.MouseDown[0] = false;
     74     }
     75     return io.WantCaptureMouse;
     76 }
     77 
     78 bool ImGuiLayer::onMouseWheel(float delta, uint32_t modifiers) {
     79     ImGuiIO& io = ImGui::GetIO();
     80     io.MouseWheel += delta;
     81     return true;
     82 }
     83 
     84 void ImGuiLayer::skiaWidget(const ImVec2& size, SkiaWidgetFunc func) {
     85     intptr_t funcIndex = fSkiaWidgetFuncs.count();
     86     fSkiaWidgetFuncs.push_back(func);
     87     ImGui::Image((ImTextureID)funcIndex, size);
     88 }
     89 
     90 void ImGuiLayer::onPrePaint() {
     91     // Update ImGui input
     92     ImGuiIO& io = ImGui::GetIO();
     93     io.DeltaTime = 1.0f / 60.0f;
     94     io.DisplaySize.x = static_cast<float>(fWindow->width());
     95     io.DisplaySize.y = static_cast<float>(fWindow->height());
     96 
     97     io.KeyAlt = io.KeysDown[static_cast<int>(Window::Key::kOption)];
     98     io.KeyCtrl = io.KeysDown[static_cast<int>(Window::Key::kCtrl)];
     99     io.KeyShift = io.KeysDown[static_cast<int>(Window::Key::kShift)];
    100 
    101     ImGui::NewFrame();
    102 }
    103 
    104 void ImGuiLayer::onPaint(SkCanvas* canvas) {
    105     // This causes ImGui to rebuild vertex/index data based on all immediate-mode commands
    106     // (widgets, etc...) that have been issued
    107     ImGui::Render();
    108 
    109     // Then we fetch the most recent data, and convert it so we can render with Skia
    110     const ImDrawData* drawData = ImGui::GetDrawData();
    111     SkTDArray<SkPoint> pos;
    112     SkTDArray<SkPoint> uv;
    113     SkTDArray<SkColor> color;
    114 
    115     for (int i = 0; i < drawData->CmdListsCount; ++i) {
    116         const ImDrawList* drawList = drawData->CmdLists[i];
    117 
    118         // De-interleave all vertex data (sigh), convert to Skia types
    119         pos.rewind(); uv.rewind(); color.rewind();
    120         for (int i = 0; i < drawList->VtxBuffer.size(); ++i) {
    121             const ImDrawVert& vert = drawList->VtxBuffer[i];
    122             pos.push(SkPoint::Make(vert.pos.x, vert.pos.y));
    123             uv.push(SkPoint::Make(vert.uv.x, vert.uv.y));
    124             color.push(vert.col);
    125         }
    126         // ImGui colors are RGBA
    127         SkSwapRB(color.begin(), color.begin(), color.count());
    128 
    129         int indexOffset = 0;
    130 
    131         // Draw everything with canvas.drawVertices...
    132         for (int j = 0; j < drawList->CmdBuffer.size(); ++j) {
    133             const ImDrawCmd* drawCmd = &drawList->CmdBuffer[j];
    134 
    135             SkAutoCanvasRestore acr(canvas, true);
    136 
    137             // TODO: Find min/max index for each draw, so we know how many vertices (sigh)
    138             if (drawCmd->UserCallback) {
    139                 drawCmd->UserCallback(drawList, drawCmd);
    140             } else {
    141                 intptr_t idIndex = (intptr_t)drawCmd->TextureId;
    142                 if (idIndex < fSkiaWidgetFuncs.count()) {
    143                     // Small image IDs are actually indices into a list of callbacks. We directly
    144                     // examing the vertex data to deduce the image rectangle, then reconfigure the
    145                     // canvas to be clipped and translated so that the callback code gets to use
    146                     // Skia to render a widget in the middle of an ImGui panel.
    147                     ImDrawIdx rectIndex = drawList->IdxBuffer[indexOffset];
    148                     SkPoint tl = pos[rectIndex], br = pos[rectIndex + 2];
    149                     canvas->clipRect(SkRect::MakeLTRB(tl.fX, tl.fY, br.fX, br.fY));
    150                     canvas->translate(tl.fX, tl.fY);
    151                     fSkiaWidgetFuncs[idIndex](canvas);
    152                 } else {
    153                     SkPaint* paint = static_cast<SkPaint*>(drawCmd->TextureId);
    154                     SkASSERT(paint);
    155 
    156                     canvas->clipRect(SkRect::MakeLTRB(drawCmd->ClipRect.x, drawCmd->ClipRect.y,
    157                                                       drawCmd->ClipRect.z, drawCmd->ClipRect.w));
    158                     auto vertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
    159                                                          drawList->VtxBuffer.size(),
    160                                                          pos.begin(), uv.begin(), color.begin(),
    161                                                          drawCmd->ElemCount,
    162                                                          drawList->IdxBuffer.begin() + indexOffset);
    163                     canvas->drawVertices(vertices, SkBlendMode::kModulate, *paint);
    164                     indexOffset += drawCmd->ElemCount;
    165                 }
    166             }
    167         }
    168     }
    169 
    170     fSkiaWidgetFuncs.reset();
    171 }
    172 
    173 bool ImGuiLayer::onKey(sk_app::Window::Key key, sk_app::Window::InputState state, uint32_t modifiers) {
    174     ImGuiIO& io = ImGui::GetIO();
    175     io.KeysDown[static_cast<int>(key)] = (Window::kDown_InputState == state);
    176     return io.WantCaptureKeyboard;
    177 }
    178 
    179 bool ImGuiLayer::onChar(SkUnichar c, uint32_t modifiers) {
    180     ImGuiIO& io = ImGui::GetIO();
    181     if (io.WantTextInput) {
    182         if (c > 0 && c < 0x10000) {
    183             io.AddInputCharacter(c);
    184         }
    185         return true;
    186     }
    187     return false;
    188 }
    189